Story Creation Games, such as Rory’s Story Cubes and the Tell Tale card game, require players to invent creative and coherent narratives from a set of unconnected elements assembled by random chance, e.g., the throw of a die or the draw of a card. We model this human ability as a process of logical abduction, where the reasoning task is to identify a set of assumptions about a ﬁctional world that logically entail the elements depicted on the dice or on the cards. We demonstrate the feasibility of this approach by hand-authoring a knowledge base of axioms that is suﬃcient to generate eight creative narratives each related to three Tell Tale cards, depicting a baseball player, a heart, and a train.

@incollection{gordon_playing_2018,
address = {Cham, Switzerland},
title = {Playing {Story} {Creation} {Games} with {Logical} {Abduction}},
volume = {11318},
isbn = {978-3-030-04027-7 978-3-030-04028-4},
url = {http://link.springer.com/10.1007/978-3-030-04028-4_55},
abstract = {Story Creation Games, such as Rory’s Story Cubes and the Tell Tale card game, require players to invent creative and coherent narratives from a set of unconnected elements assembled by random chance, e.g., the throw of a die or the draw of a card. We model this human ability as a process of logical abduction, where the reasoning task is to identify a set of assumptions about a ﬁctional world that logically entail the elements depicted on the dice or on the cards. We demonstrate the feasibility of this approach by hand-authoring a knowledge base of axioms that is suﬃcient to generate eight creative narratives each related to three Tell Tale cards, depicting a baseball player, a heart, and a train.},
booktitle = {Interactive {Storytelling}},
publisher = {Springer International Publishing},
author = {Gordon, Andrew S. and Spierling, Ulrike},
month = nov,
year = {2018},
doi = {10.1007/978-3-030-04028-4_55},
keywords = {Narrative},
pages = {478--482}
}